ValidAIs.lua - Page 7

ValidAIs.lua

Requests for features in the spring code.

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raaar
Metal Factions Developer
Posts: 737
Joined: 20 Feb 2010, 12:17

Re: ValidAIs.lua

Post by raaar » 03 Jul 2018, 06:27

meanwhile, a new player tried MF and went into a battle against AI. Did he pick MFAI? of course he didn't. He picked some other AI which idled throughout...

The lack of standardized AI filter for games after all this time is incompetence or negligence, or both. Gross.

Then we complain about poor player retention.
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Forboding Angel
Evolution RTS Developer
Posts: 14408
Joined: 17 Nov 2005, 02:43

Re: ValidAIs.lua

Post by Forboding Angel » 03 Jul 2018, 08:04

raaar wrote: We NEED a standard way for games to define this for the lobbies, and maybe even for the engine itself.
Most of us have resorted to stripping it out of the engine that we distribute. If you aren't distributing your own build then I dunno what to tell you. I highly recommend putting metal factions on itch.io
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gajop
Moderator
Posts: 2973
Joined: 05 Aug 2009, 20:42

Re: ValidAIs.lua

Post by gajop » 03 Jul 2018, 10:31

It's an open source project and you are completely responsible for everything your game uses: lobby client, server, engine, infra.
If you delegate any of this responsibility to other people you cannot complain if things aren't perfect
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raaar
Metal Factions Developer
Posts: 737
Joined: 20 Feb 2010, 12:17

Re: ValidAIs.lua

Post by raaar » 03 Jul 2018, 16:30

That line of thought leads to incompatible packages for each game (lobby, engine, etc.) that break other games. It won't end well.

Shared environment won't work without standards.

There's no point in making a modified lobby if 90% of the potential players access the game through either the official springlobby or some of those other packages.

It's not like i'm asking for some exotic feature here...
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